I have my own rules for falling which I'm still refining. The gist of it is that you can either drop or tumble, and they have different requirements - acrobatics/athletics for dropping (because you're trying to land), and constitution for tumbling. Tumbling is harder to reduce damage for, dropping is easier.
I am planning to further adapt it to reflect the size classes - someone on here made a good point that you can easily make smaller creatures use smaller dice, and it makes sense. So expect a second version to come about some time!
The other thing I use as a homebrew is that some skill checks require concentration, and are cumulative - so, picking a lock for example may require DC50, and you can take as many turns to rack up a total of 50+ on your skill check, provided you don't lose concentration whilst you're doing it! This makes picking locks less hit or miss, but more relevant in combat situations and where time management matters! If it doesn't matter then you make it a given that the lock will get picked, unless it's a seriously complex one (which would be a plot point, not a generic thing, like plot armour for a lock!)
Every long rest, any of the players can opt to tell a short story. Which can be an in-character experience, a tall tale from the world, or something else their character could reasonably tell, while remaining more or less in world.We then all vote on our favorite tale (simple majority, ties broken by DM, cannot vote for self) the winner gets inspiration.
Every long rest, any of the players can opt to tell a short story. Which can be an in-character experience, a tall tale from the world, or something else their character could reasonably tell, while remaining more or less in world.We then all vote on our favorite tale (simple majority, ties broken by DM, cannot vote for self) the winner gets inspiration.
Sometimes we do it on a short rest as well.
Oh, I like that one - I'm stealing it! It's a great idea for building the world, with the players help, and in character!
plus, being a tale that's told, the players can almost request things, and it can have been warped all you like in the telling, for full DM discretion on adding it in!
Health potions- You can either get max healing as a main action or get a bonus action and roll for healing. both have their merits as you have to think about your choices.
critical roll (for attacking and damage). max damage on one dice and then roll normally on the other. this guaranties that you are rolling more damage than usual for that nat 20.
Creating spells/magic items- although this is already a thing I've changed it a bit. the way you normally do it is you take a certain amount of gold and spend days to get the item/spell with a chance for failure. i however make the stakes higher. first i make the chance much higher right off the bat. almost to the point of instant failure. you are creating something entirely new or making something from scratch after all. i would roll a percentile die with disadvantage and start at a 90 to get it right. eventually lose the disadvantage handmake it more likely that they succeed. 80-70-60 so on until they succeed. for boots of elven kind id make the success in the 40s. then they still keep the gold but they use it for material components. For boots of elven kind I would require boots of elven make and feathers for the stealth aspect. Then the character tries to make the item. a spell you would do the same thing but with a chance for it to blow up and do something un intended (dm's choice)
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Tell me all your cool house rules! Wacky, weird, and wonderful are all accepted!!!
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I have my own rules for falling which I'm still refining. The gist of it is that you can either drop or tumble, and they have different requirements - acrobatics/athletics for dropping (because you're trying to land), and constitution for tumbling. Tumbling is harder to reduce damage for, dropping is easier.
Link to Homebrewery Page - in depth falling
I am planning to further adapt it to reflect the size classes - someone on here made a good point that you can easily make smaller creatures use smaller dice, and it makes sense. So expect a second version to come about some time!
The other thing I use as a homebrew is that some skill checks require concentration, and are cumulative - so, picking a lock for example may require DC50, and you can take as many turns to rack up a total of 50+ on your skill check, provided you don't lose concentration whilst you're doing it! This makes picking locks less hit or miss, but more relevant in combat situations and where time management matters! If it doesn't matter then you make it a given that the lock will get picked, unless it's a seriously complex one (which would be a plot point, not a generic thing, like plot armour for a lock!)
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Tales by the campfire
Every long rest, any of the players can opt to tell a short story. Which can be an in-character experience, a tall tale from the world, or something else their character could reasonably tell, while remaining more or less in world.We then all vote on our favorite tale (simple majority, ties broken by DM, cannot vote for self) the winner gets inspiration.
Sometimes we do it on a short rest as well.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Oh, I like that one - I'm stealing it! It's a great idea for building the world, with the players help, and in character!
plus, being a tale that's told, the players can almost request things, and it can have been warped all you like in the telling, for full DM discretion on adding it in!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I have a few things that I do
Health potions- You can either get max healing as a main action or get a bonus action and roll for healing. both have their merits as you have to think about your choices.
critical roll (for attacking and damage). max damage on one dice and then roll normally on the other. this guaranties that you are rolling more damage than usual for that nat 20.
Creating spells/magic items- although this is already a thing I've changed it a bit. the way you normally do it is you take a certain amount of gold and spend days to get the item/spell with a chance for failure. i however make the stakes higher. first i make the chance much higher right off the bat. almost to the point of instant failure. you are creating something entirely new or making something from scratch after all. i would roll a percentile die with disadvantage and start at a 90 to get it right. eventually lose the disadvantage handmake it more likely that they succeed. 80-70-60 so on until they succeed. for boots of elven kind id make the success in the 40s. then they still keep the gold but they use it for material components. For boots of elven kind I would require boots of elven make and feathers for the stealth aspect. Then the character tries to make the item. a spell you would do the same thing but with a chance for it to blow up and do something un intended (dm's choice)